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    <div class="refentry" id="glCreateShader">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glCreateShader — Creates a shader object</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">GLuint <strong class="fsfunc">glCreateShader</strong>(</code>
              </td>
              <td>GLenum <var class="pdparam">shaderType</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>shaderType</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>Specifies the type of shader to be created.
                    Must be one of <code class="constant">GL_VERTEX_SHADER</code>
                    or <code class="constant">GL_FRAGMENT_SHADER</code>.</p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p><code class="function">glCreateShader</code> creates an empty
        shader object and returns a non-zero value by which it can be
        referenced. A shader object is used to maintain the source code
        strings that define a shader. <em class="parameter"><code>shaderType</code></em>
        indicates the type of shader to be created. Three types of shaders
        are supported. A shader of type
        <code class="constant">GL_VERTEX_SHADER</code> is a shader that is
        intended to run on the programmable vertex processor. A shader of
        type <code class="constant">GL_FRAGMENT_SHADER</code> is a shader that is
        intended to run on the programmable fragment processor.</p>
        <p>When created, a shader object's
        <code class="constant">GL_SHADER_TYPE</code> parameter is set to either
        <code class="constant">GL_VERTEX_SHADER</code> or 
        <code class="constant">GL_FRAGMENT_SHADER</code>, depending on the value
        of <em class="parameter"><code>shaderType</code></em>.</p>
      </div>
      <div class="refsect1" id="notes">
        <h2>Notes</h2>
        <p>Like buffer and texture objects, the name space for
        shader objects may be shared across a set of contexts, as long
        as the server sides of the contexts share the same address
        space. If the name space is shared across contexts, any attached
        objects and the data associated with those attached objects are
        shared as well.</p>
        <p>Applications are responsible for providing the
        synchronization across API calls when objects are accessed from
        different execution threads.</p>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p>This function returns 0 if an error occurs creating the
        shader object.</p>
        <p><code class="constant">GL_INVALID_ENUM</code> is generated if
        <em class="parameter"><code>shaderType</code></em> is not an accepted value.</p>
      </div>
      <div class="refsect1" id="associatedgets">
        <h2>Associated Gets</h2>
        <p><a class="citerefentry" href="glGetShaderiv.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetShaderiv</span></span></a>
        with a valid shader object and the parameter to be queried</p>
        <p><a class="citerefentry" href="glGetShaderInfoLog.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>
        with a valid shader object</p>
        <p><a class="citerefentry" href="glGetShaderSource.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetShaderSource</span></span></a>
        with a valid shader object</p>
        <p>
          <a class="citerefentry" href="glIsShader.xhtml">
            <span class="citerefentry">
              <span class="refentrytitle">glIsShader</span>
            </span>
          </a>
        </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>API Version Support</h2>
        <div class="informaltable">
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            <thead>
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                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="2">
                <span class="bold"><strong>OpenGL ES API Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">
                  <code class="function">glCreateShader</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p><a class="citerefentry" href="glAttachShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glAttachShader</span></span></a>,
        <a class="citerefentry" href="glCompileShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glCompileShader</span></span></a>,
        <a class="citerefentry" href="glDeleteShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glDeleteShader</span></span></a>,
        <a class="citerefentry" href="glDetachShader.xhtml"><span class="citerefentry"><span class="refentrytitle">glDetachShader</span></span></a>,
        <a class="citerefentry" href="glShaderSource.xhtml"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 2003-2005 3Dlabs Inc. Ltd.
            Copyright <span class="trademark"/>© 2010-2014 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p>
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